Bluemagex2517
10-31-2009, 02:11 PM
Though popular in extended Martyr of the Sands doesn't see a lot of extended play. If your meta is packed with Zoo and Gobos he should be insane. Here is my list:
Lands
2 [ZEN] Arid Mesa
1 [REW] Wasteland
2 [ON] Flooded Strand
5 [5E] Plains (2)
2 [ON] Windswept Heath
2 [ON] Secluded Steppe
2 [ZEN] Marsh Flats
1 [ZEN] Emeria, the Sky Ruin
4 [A] Savannah
4 [A] Tundra
Creatures
3 [ALA] Ranger of Eos
1 [M10] Baneslayer Angel
1 [9E] Weathered Wayfarer
4 [CS] Martyr of Sands
4 [SHM] Kitchen Finks
1 [SC] Eternal Dragon
1 [SHM] Elvish Hexhunter
1 [FD] Eternal Witness
Spells
3 [TE] Intuition
4 [CFX] Path to Exile
4 [B] Swords to Plowshares
2 [LG] Moat
3 [9E] Wrath of God
1 [RAV] Life from the Loam
2 [DIS] Proclamation of Rebirth
// Sideboard
SB: 3 [TSB] Tormod's Crypt
SB: 4 [TSP] Krosan Grip
SB: 4 [MR] Chalice of the Void
SB: 4 [SHM] Vexing Shusher
I'll go through a card by card breakdown and then a match-up by match-up breakdown.
1cc creature Engine:
4 Martyr of Sands - Flagship of the deck. You gain a lot of life to match the blistering pace of this format.
1 Elvish Hexhunter - Answers Counterblance, Survival, ect. ect.
1 Weathered Wayfarer - This deck is rather mana hungry, this guy will allow you to start making all of your land drops and get the non-basics.
Tutors:
3 Ranger of Eos - enables the 1cc Creature Engine
3 Intuition - Gets Life from the Loam + (cycle lands, Emeria, wasteland, 1cc creatures)
Reanimation Engine:
1 Emeria, the Sky Ruin - Slow, but resilient because of Life from the Loam.
2 Proclamation of Rebirth - extra Emerias hurt each other. Because you need to have 7 plains out for them to work you don't want to drop 2. Getting 2 creatures back per turn is unnecessary. However, I want at least 3 slots to start recurring martyr, ect. These are more vulnerable to discard.
Eternal Witness - Helps with Intuition packages and with Emeria online you can start wrathing every turn. Recurring Kitchen Finks or Swords/path can get you out of jams.
Loam Engine:
Life from the Loam: Makes this land hungry deck LD resilient. Allows Intuition to tutor entire combo (LFTL, Emeria, Martyr).
2 Secluded Steppe - Nice way to gain card advantage without having to run more blue spells.
1 Wasteland - Can hinder some opponents, stops Dark Depths.
Removal Suit:
4 Path - 4 Swords: You're a nearly monowhite control deck and these are the best spot removal spells around.
3 Wrath: Still the best mass removal around. Having 3 allows you to intuition for all 3 when necessary.
Win Conditions:
1 Baneslayer Angel
1 Eternal Dragon
- I know I want two big flying creatures as my win condition. I'm not sure which ones though. BSA is better than pretty much every other angel because it only costs 5 and is huge. Eternal Dragon can cycle, and comes back on its own. This might not be optimal, but at least they are harder to extirpate.
Other cards:
4 Kitchen Finks - Pretty iffy. He survives wrath and
2 Moat - Adds a huge price tag to the deck, but it's nice to have a card that says: If this resolves I win the game, against merfolk. (at least if it's game 1). If you can't afford them I suggest either +1 Wrath +1 Day of Judgment, Or + 2 ghostly prison.
Sideboard
3 Tormod's Crypt: I play dredge, so I know how for real it is. When you run intuition you should always have 3 yard removal cards to tutor.
4 [TSP] Krosan Grip - you can eventually beat Counterbalance without it, but it's not fun or pretty.
4 Chalice of the Void - Answers some decks, idk if it should be cut for something else.
4 Vexing Shusher - Makes blue match-ups much easier/faster.
Zoo, goyf sligh, burn, gobos: You gain like 150 life a game... how are they supposed to beat that? Watch out for waste against gobos. Keep in mind zoo has pride mage for moat.
Merfolk: If they drop standstill do some math and figure out if you can make it to 7 mana before they can kill you. If they can't, you can get a martyr lock going so they'll have to break their own standstill. If they can try to wait till they have 7 in hand and intuition at the end of their turn. As mentioned above, Moat is almost always a win in game 1. So run them out of countermagic and drop moat. Make sure you can answer Sower of Temptation before you get BSA or Eternal dragon going. Watch out for waste.
Canadian Thresh: See Merfolk -Standstill.
Counterblance: Wow this is boring. Answer their threats, don't let hexhunter get hit with swords. Eventually you should win if you play well/ don't make mistakes. Try to win game 1, because game 2 is going to time. Meh, game 1 might go to time. :cry:
ANT: Better hope you can gain 15 on turn 2 with martyr. Worst Match-Up.
Dredge: hope they are slow. Remember martyr can kill bridges. If you can land Moat it's usually a win game one. If they have 2 creatures on the board swords/path 1.
Survival: Wrath, Moat, kill survival. If they land Progenitus either start gaining more than 10 a turn, or wrath/moat.
Dragon Stompy: Get a basic plains and use swords/exile to answer magus/ big dumb dorks.
I'll get to sbing plans and more MU strategies when I have more testing.
If you hate aggro, and don't mind going to time a lot, this might be the deck for you.
Lands
2 [ZEN] Arid Mesa
1 [REW] Wasteland
2 [ON] Flooded Strand
5 [5E] Plains (2)
2 [ON] Windswept Heath
2 [ON] Secluded Steppe
2 [ZEN] Marsh Flats
1 [ZEN] Emeria, the Sky Ruin
4 [A] Savannah
4 [A] Tundra
Creatures
3 [ALA] Ranger of Eos
1 [M10] Baneslayer Angel
1 [9E] Weathered Wayfarer
4 [CS] Martyr of Sands
4 [SHM] Kitchen Finks
1 [SC] Eternal Dragon
1 [SHM] Elvish Hexhunter
1 [FD] Eternal Witness
Spells
3 [TE] Intuition
4 [CFX] Path to Exile
4 [B] Swords to Plowshares
2 [LG] Moat
3 [9E] Wrath of God
1 [RAV] Life from the Loam
2 [DIS] Proclamation of Rebirth
// Sideboard
SB: 3 [TSB] Tormod's Crypt
SB: 4 [TSP] Krosan Grip
SB: 4 [MR] Chalice of the Void
SB: 4 [SHM] Vexing Shusher
I'll go through a card by card breakdown and then a match-up by match-up breakdown.
1cc creature Engine:
4 Martyr of Sands - Flagship of the deck. You gain a lot of life to match the blistering pace of this format.
1 Elvish Hexhunter - Answers Counterblance, Survival, ect. ect.
1 Weathered Wayfarer - This deck is rather mana hungry, this guy will allow you to start making all of your land drops and get the non-basics.
Tutors:
3 Ranger of Eos - enables the 1cc Creature Engine
3 Intuition - Gets Life from the Loam + (cycle lands, Emeria, wasteland, 1cc creatures)
Reanimation Engine:
1 Emeria, the Sky Ruin - Slow, but resilient because of Life from the Loam.
2 Proclamation of Rebirth - extra Emerias hurt each other. Because you need to have 7 plains out for them to work you don't want to drop 2. Getting 2 creatures back per turn is unnecessary. However, I want at least 3 slots to start recurring martyr, ect. These are more vulnerable to discard.
Eternal Witness - Helps with Intuition packages and with Emeria online you can start wrathing every turn. Recurring Kitchen Finks or Swords/path can get you out of jams.
Loam Engine:
Life from the Loam: Makes this land hungry deck LD resilient. Allows Intuition to tutor entire combo (LFTL, Emeria, Martyr).
2 Secluded Steppe - Nice way to gain card advantage without having to run more blue spells.
1 Wasteland - Can hinder some opponents, stops Dark Depths.
Removal Suit:
4 Path - 4 Swords: You're a nearly monowhite control deck and these are the best spot removal spells around.
3 Wrath: Still the best mass removal around. Having 3 allows you to intuition for all 3 when necessary.
Win Conditions:
1 Baneslayer Angel
1 Eternal Dragon
- I know I want two big flying creatures as my win condition. I'm not sure which ones though. BSA is better than pretty much every other angel because it only costs 5 and is huge. Eternal Dragon can cycle, and comes back on its own. This might not be optimal, but at least they are harder to extirpate.
Other cards:
4 Kitchen Finks - Pretty iffy. He survives wrath and
2 Moat - Adds a huge price tag to the deck, but it's nice to have a card that says: If this resolves I win the game, against merfolk. (at least if it's game 1). If you can't afford them I suggest either +1 Wrath +1 Day of Judgment, Or + 2 ghostly prison.
Sideboard
3 Tormod's Crypt: I play dredge, so I know how for real it is. When you run intuition you should always have 3 yard removal cards to tutor.
4 [TSP] Krosan Grip - you can eventually beat Counterbalance without it, but it's not fun or pretty.
4 Chalice of the Void - Answers some decks, idk if it should be cut for something else.
4 Vexing Shusher - Makes blue match-ups much easier/faster.
Zoo, goyf sligh, burn, gobos: You gain like 150 life a game... how are they supposed to beat that? Watch out for waste against gobos. Keep in mind zoo has pride mage for moat.
Merfolk: If they drop standstill do some math and figure out if you can make it to 7 mana before they can kill you. If they can't, you can get a martyr lock going so they'll have to break their own standstill. If they can try to wait till they have 7 in hand and intuition at the end of their turn. As mentioned above, Moat is almost always a win in game 1. So run them out of countermagic and drop moat. Make sure you can answer Sower of Temptation before you get BSA or Eternal dragon going. Watch out for waste.
Canadian Thresh: See Merfolk -Standstill.
Counterblance: Wow this is boring. Answer their threats, don't let hexhunter get hit with swords. Eventually you should win if you play well/ don't make mistakes. Try to win game 1, because game 2 is going to time. Meh, game 1 might go to time. :cry:
ANT: Better hope you can gain 15 on turn 2 with martyr. Worst Match-Up.
Dredge: hope they are slow. Remember martyr can kill bridges. If you can land Moat it's usually a win game one. If they have 2 creatures on the board swords/path 1.
Survival: Wrath, Moat, kill survival. If they land Progenitus either start gaining more than 10 a turn, or wrath/moat.
Dragon Stompy: Get a basic plains and use swords/exile to answer magus/ big dumb dorks.
I'll get to sbing plans and more MU strategies when I have more testing.
If you hate aggro, and don't mind going to time a lot, this might be the deck for you.